libgdx-2d-rendering

libgdx-2d-rendering is a skill for Claude Code from kyu-n/gdx-claude-skills. It costs 70 tokens per session (4,106 once invoked), scanned A, original, MIT.

A reference for drawing two-dimensional game graphics in libGDX, including images, shapes, cameras, viewports, blending, and draw order. Two-dimensional rendering means drawing flat game scenes rather than 3D worlds.

In plain words
What is it for?
Use it to draw textures and texture atlases, render shapes, configure image filtering and wrapping, position a camera and viewport, clear the screen, control transparency, and order objects correctly.
Why use it?
It helps prevent common rendering mistakes such as drawing outside a SpriteBatch section, stretched images, missing sprites, incorrect layering, and blurry or incorrectly tiled textures.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the gdx-claude-skills plugin — 28 skills shipped together

Good fit Use it to draw textures and texture atlases, render shapes, configure image filtering and wrapping, position a camera and viewport, clear the screen, control transparency, and order objects correctly.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/kyu-n/gdx-claude-skills/libgdx-2d-rendering
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add kyu-n/gdx-claude-skills --skill libgdx-2d-rendering
Clone the repo
git clone --depth 1 https://github.com/kyu-n/gdx-claude-skills

Made for: Claude Code.

Or install gdx-claude-skills, the plugin that ships this one along with the rest of its 28 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for libgdx-2d-rendering

README.md
[![agentmods](https://agentmods.dev/badge/skills/kyu-n/gdx-claude-skills/libgdx-2d-rendering/github.svg)](https://agentmods.dev/skills/kyu-n/gdx-claude-skills/libgdx-2d-rendering)
Your own site
<a href="https://agentmods.dev/skills/kyu-n/gdx-claude-skills/libgdx-2d-rendering"><img src="https://agentmods.dev/badge/skills/kyu-n/gdx-claude-skills/libgdx-2d-rendering/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for libgdx-2d-rendering

Your own site · 80×15
<a href="https://agentmods.dev/skills/kyu-n/gdx-claude-skills/libgdx-2d-rendering"><img src="https://agentmods.dev/badge/skills/kyu-n/gdx-claude-skills/libgdx-2d-rendering.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 70 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,106 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00070 $0.04106
Opus 5 $0.00035 $0.02053
Sonnet 5 $0.00014 $0.00821
Haiku 4.5 $0.00007 $0.00411

Measured 11d ago against content hash 79534e7f0553, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

libgdx-2d-rendering scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/libgdx-2d-rendering/SKILL.md · 391 lines

How it starts

The opening of the file, as written. The whole thing — 391 lines — stays where its author put it; the contents beside it link to each section on GitHub.

libGDX 2D Rendering

Reference for SpriteBatch, ShapeRenderer, Texture, TextureRegion, TextureAtlas, Camera/Viewport integration, draw ordering, blending, and screen clearing.

Texture

// Load from internal assets
Texture tex = new Texture(Gdx.files.internal("image.png"));

// With specific filtering and wrapping
Texture tex = new Texture(Gdx.files.internal("image.png"));
tex.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); // pixel art
tex.setFilter(TextureFilter.Linear, TextureFilter.Linear);   // smooth scaling
tex.setWrap(TextureWrap.Repeat, TextureWrap.Repeat);         // tiling

TextureFilter — min/mag:

Filter Use for Result
Nearest Pixel art, retro games Sharp pixels, no blurring
Linear Smooth artwork, UI Bilinear interpolation
MipMapLinearLinear Large textures drawn small Smooth mipmapped (min filter only)

Default filter is Nearest. For smooth-scaled artwork, you must explicitly set Linear.

TextureWrap: ClampToEdge (default), Repeat, MirroredRepeat. Only Repeat/MirroredRepeat require power-of-two texture dimensions.

Power-of-two: Not required for general use on modern GPUs. Only required when using Repeat/MirroredRepeat wrap modes or mipmaps. Non-POT textures work fine with ClampToEdge (the default).

Disposal: Textures hold GPU memory — you MUST call dispose() when done. See Disposal section below.

TextureRegion

A rectangular sub-area of a Texture. Used for sprite sheets, tilesets, and atlas regions. Drawing a TextureRegion does NOT copy pixels — it references the parent Texture with UV coordinates.

Texture sheet = new Texture(Gdx.files.internal("spritesheet.png"));

// Single region: x, y, width, height (pixels, top-left origin)
TextureRegion region = new TextureRegion(sheet, 0, 0, 32, 32);

// Split entire sheet into a 2D array of regions
TextureRegion[][] frames = TextureRegion.split(sheet, 32, 32); // tileWidth, tileHeight
TextureRegion firstFrame = frames[0][0]; // row 0, col 0

// Flip (sprite sheets sometimes have Y flipped)
region.flip(false, true); // flipX, flipY

Read the full file on GitHub · 391 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 11d ago First seen · 391 lines · 70 tokens per session scan A 79534e7f0553

Subscribe to this mod's changes

libgdx-2d-rendering is a skill published in the GitHub repository kyu-n/gdx-claude-skills (4 stars, last pushed 7mo ago), licensed MIT. It adds 70 tokens to every session and 4,106 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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